Earlier quoted context omitted.
Coming from a perspective of competitive multiplayer game networking, that seems insane. You can't trust the client. An ideal stock exchange, I'd think, would include the same sort of logic as a payment processor: blocking any orders that seem to be "not the sort of order this client would make", to prevent e.g. orders being executed by people who have illegitimately gained access to the account. Of course, these typ…
Multiplayer games are a completely different genre than a professional-level API like a stock exchange. You absolutely must trust that a client's business logic is sound; as long as their credentials validate it's simply out of scope for you to do anything other than explicitly execute their instructions, because that's how the traders make money. "Trust the client" doesn't mean state, it means actions - the equivale…
Self and team damage is often turned off (on games I've played, I'm not really a big gamer). That would seem to correspond to blocking a sell order that represents more shares than you could possibly have?